Curvature 曲率
Introduction 引言
This shader shades an object based on surface curvature. It features two modes: Convex and Concave.
这个着色器根据物体表面的曲率为物体着色。它有两种模式: 凸凹模式。
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Basic render of object 物体的基本渲染 | Curvature shader assigned to object 赋予对象的曲率着色器 |
General
将军
Mode
模式
Switch between Convex and Concave mode.
在凹凸模式之间切换。
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Convex mode 凸面模式 | Concave mode 凹模 |
Radius
半径
Controls the range in which the shader calculates surface curvature. Low values give sharp results, while large values result in a softer look.
控制着色器计算曲面曲率的范围。较低的数值会产生清晰的效果,而较大的数值会产生较柔和的外观。
The values demonstrated in the following images were used to give the shader useful output for this particular object. The values you use for your objects will vary depending on their sizes.
下面的图片中显示的值用于为这个特定对象提供有用的着色器输出。您为对象使用的值将根据它们的大小而变化。
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0.005 | 0.05 | 0.25 |
Num Samples
数量样本
Controls the number of samples used for the shader. Higher values result in less noisy output, but will increase render times.
控制用于着色器的样本数。较高的值会导致较少的噪声输出,但是会增加渲染时间。
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8 | 32 | 128 |
Remap
重新映射
Input Range
输入范围
Sets the black and white level for the shader.
设置着色器的黑白级别。
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Min: -0.5 Min:-0.5 Max: 1.0 最大值: 1.0 |
Min: 0.0 最小: 0.0 Max: 1.0 最大值: 1.0 |
Min: 0.5 最小值: 0.5 Max: 1.0 最大值: 1.0 |
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Min: 0.0 最小: 0.0 Max: 0.5 麦克斯: 0.5 |
Min: 0.0 最小: 0.0 Max: 2.0 最大值: 2.0 |
Min: 0.0 最小: 0.0 Max: 8.0 马克斯: 8.0 |
Contrast
对比
Scales input values. Pivot determines the point at which the scaling occurs.
缩放输入值。枢轴决定发生缩放的点。
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Contrast: 0.5 对比度: 0.5 Pivot: 0.0 0.0 |
Contrast: 2.0 对比度: 2.0 Pivot: 0.0 0.0 |
Contrast: 4.0 对比度: 4.0 Pivot: 0.0 0.0 |
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Contrast: 2.0 对比度: 2.0 Pivot: -0.5 支点:-0.5 |
Contrast: 2.0 对比度: 2.0 Pivot: 0.5 0.5 |
Contrast: 2.0 对比度: 2.0 Pivot: 1.0 1.0 |
Bias
偏见
Shifts the values in a manner similar to a gamma correction.
以类似伽玛校正的方式改变值。
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Bias: 0.15 偏差: 0.15 Gain: 0.5 增益: 0.5 |
Bias: 0.5 偏差: 0.5 Gain: 0.5 增益: 0.5 |
Bias: 0.85 偏差: 0.85 Gain: 0.5 增益: 0.5 |
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Bias: 0.5 偏差: 0.5 Gain: 0.25 收益: 0.25 |
Bias: 0.5 偏差: 0.5 Gain: 0.5 增益: 0.5 |
Bias: 0.5 偏差: 0.5 Gain: 0.75 收益: 0.75 |
Output Range
输出范围
Various settings related to shader output are located here. Scale the values overall with Min and Max. The curvature shader can output values greater than one. You can clamp the values between Clamp Min and Clamp Max with the Clamp Enable option. The Clamp Expand option will stretch the values back to 0-1 after clamping.
与着色器输出相关的各种设置位于此处。用最小值和最大值缩放整个值。曲率着色器可以输出大于一的值。您可以夹钳之间的钳明和钳最大的价值观与钳启用选项。夹紧扩展选项将拉伸值回到0-1夹紧后。
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